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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-10 00:42:03 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-10 00:42:03 +0300
commit822e51bd2d663f82d360d474192718660cc9a35c (patch)
tree524fb7a0d13fd702bce374a876a714f894ffcf68 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parentce7a21047f50c0e26ce55134ba434543c247d894 (diff)
BGE memleak fixed: mesh/material not deleted when switching scene
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp22
1 files changed, 0 insertions, 22 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 7b2c514db8a..465a021cd43 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -682,8 +682,6 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
#endif //WIN32
-static GEN_Map<GEN_HashedPtr,btCollisionShape*> map_gamemesh_to_bulletshape;
-
// forward declarations
static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
{
@@ -701,14 +699,6 @@ static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool
int numPoints = 0;
btVector3* points = 0;
- btCollisionShape** shapeptr = map_gamemesh_to_bulletshape[GEN_HashedPtr(meshobj)];
-
- // Mesh has already been converted: reuse
- if (shapeptr)
- {
- //return *shapeptr;
- }
-
// Mesh has no polygons!
int numpolys = meshobj->NumPolygons();
if (!numpolys)
@@ -850,7 +840,6 @@ static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool
if (numvalidpolys > 0)
{
- //map_gamemesh_to_bulletshape.insert(GEN_HashedPtr(meshobj),collisionMeshShape);
if (!polytope)
{
bool useQuantization = true;
@@ -1200,17 +1189,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
void KX_ClearBulletSharedShapes()
{
- int numshapes = map_gamemesh_to_bulletshape.size();
- int i;
- btCollisionShape*shape=0;
- for (i=0;i<numshapes ;i++)
- {
- shape = *map_gamemesh_to_bulletshape.at(i);
- //delete shape;
- }
-
- map_gamemesh_to_bulletshape.clear();
-
}
#endif